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fix implementation
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KoishiVibe committed Nov 22, 2024
1 parent 714f847 commit b8713bf
Showing 1 changed file with 4 additions and 4 deletions.
Original file line number Diff line number Diff line change
@@ -1,12 +1,12 @@
#define FIRE_SUPPORT_CLICK_INTERCEPT_ACTION "fire_support_click_intercept_action"

//Various ordnance selections
#define ORDNANCE_OPTIONS list("Banshee Missile", "CN-20 Missile", "Harpoon Missile", "Keeper Missile", "Napalm Missile", "Thermobaric Missile", "Widowmaker Missile", "Laser", "Minirocket", "Incendiary Minirocket", "Sentry Drop", "25mm Skirmish", "25mm Barrage", "High Explosive", "Incendiary", "Cluster", "High Explosive","Nerve Gas OB", "Incendiary", "Fragmentation", "Flare", "Nerve Gas Mortar")
#define ORDNANCE_OPTIONS list("Banshee Missile", "CN-20 Missile", "Harpoon Missile", "Keeper Missile", "Napalm Missile", "Thermobaric Missile", "Widowmaker Missile", "Laser", "Minirocket", "Incendiary Minirocket", "Sentry Drop", "25mm Multipurpose Strike", "25mm Armorpiercing Strike", "High Explosive", "Incendiary", "Cluster", "High Explosive","Nerve Gas OB", "Incendiary", "Fragmentation", "Flare", "Nerve Gas Mortar")
#define MISSILE_ORDNANCE list("Banshee Missile", "Harpoon Missile", "Keeper Missile", "Napalm Missile", "Thermobaric Missile", "Widowmaker Missile")
#define ORBITAL_ORDNANCE list("High Explosive OB", "Incendiary OB", "Cluster OB")
#define MORTAR_ORDNANCE list("High Explosive Shell", "Incendiary Shell", "Fragmentation Shell", "Flare Shell")
#define CHEMICAL_ORDNANCE list("CN-20 Missile", "Nerve Gas OB", "Nerve Gas Shell")
#define MISC_ORDNANCE list("Laser", "Minirocket", "Incendiary Minirocket", "Sentry Drop", "25mm Burst", "25mm Barrage")
#define MISC_ORDNANCE list("Laser", "Minirocket", "Incendiary Minirocket", "Sentry Drop", "25mm Multipurpose Strike", "25mm Armorpiercing Strike")

/client/proc/toggle_fire_support_menu()
set name = "Fire Support Menu"
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QDEL_IN(target_lase, 5 SECONDS) //to stop "unused var" warnings
return TRUE

if("25mm Burst")
if("25mm Multipurpose Strike")
var/obj/effect/overlay/temp/blinking_laser/target_lase = new(target_turf)
var/obj/structure/ship_ammo/heavygun/ammo = new()

Expand All @@ -215,7 +215,7 @@
QDEL_IN(target_lase, 5 SECONDS) //to stop "unused var" warnings
return TRUE

if("25mm Barrage")
if("25mm Armorpiercing Strike")
var/obj/effect/overlay/temp/blinking_laser/target_lase = new(target_turf)
var/obj/structure/ship_ammo/heavygun/antitank/ammo = new()

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